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Digital and Mobile Media - Apps, Music, Entertainment, Social Networks and Gaming

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Last updated: 19 Apr 2017 Update History

Report Status: Archived

Report Pages: 14

Analyst: Kylie Wansink

Synopsis

There are a number of sub-sectors which make up the overall global digital media entertainment market and in 2017 many of these are demonstrating enormous growth. This highly competitive market is flourishing on the back of improved mobile and broadband infrastructure and consumers continuing to embrace entertainment services such as gaming, social media, video streaming and music.

Key areas explored in this BuddeComm report include mobile apps, digital music, digital gaming and gambling and social networks. Video-streaming is covered in a separate report.

The gaming sector in particular has become very competitive and mobile gaming is driving growth. Facebook continues to dominate social media on a global level and the digital music sector is witnessing the rise of streaming music.

This BuddeComm report provides a global overview of the key areas for entertainment on mobile and fixed Internet. It includes information and statistics on social networks, app stores, photo messaging, online and mobile gambling and gaming and digital music.

Latest developments:

  • Non-game mobile apps such as those based on travel, finance, social media and productivity are becoming a key growth area.
  • While the developers initially struggled to monetize mobile apps - the tide has turned and revenues going to developers is now also growing considerably.
  • Spotify leads the global digital music sector in terms of number of subscribers.

Companies mentioned in this report:

Amazon; Apple; Blackberry; Facebook; Foursquare; Google; Instagram; Nintendo; Spotify; Twitter; King; Zynga.

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BuddeComm's strategic business reports contain a combination of both primary and secondary research statistics, analyses written by our senior analysts supported by a network of experts, industry contacts and researchers from around the world as well as our own scenario forecasts.

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